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zolthorg posted:you've got the right idea with stopping thinking about them just as colors, and considering their grey values I think you're 700% right, and I did a quick charmander to practice what you were talking about/as penance/to learn the true meaning of color ramps: Probably I shouldn't have picked a subject with a big plain back, but still, this is an improvement (though I've still got a ways to go!)
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# ? Oct 4, 2016 05:38 |
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# ? May 17, 2024 07:56 |
"Clan Sana" faction NPC graphics: "Imperial Remnant" faction NPC graphics:
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# ? Oct 4, 2016 06:50 |
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Hello here is some bad art
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# ? Oct 4, 2016 14:39 |
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InevitableCheese posted:Hello here is some bad art all dogs are good dogs. so this is a good dog picture. Noyemi K posted:"Clan Sana" faction NPC graphics: Im thinking about tossing my hat into the gameboy jam going on
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# ? Oct 4, 2016 14:44 |
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InevitableCheese posted:Hello here is some bad art you trace my art and then call it bad, the nerve
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# ? Oct 4, 2016 18:30 |
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Crap posted:you trace my art and then call it bad, the nerve I just meant that mine with the bad lines and coloring is bad. Yours was cute and much better.
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# ? Oct 4, 2016 18:52 |
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Old Man Mozz posted:all dogs are good dogs. so this is a good dog picture. Do you mind to talk about how you did your bottle? Pixel Daily was "plastic bottle" today, and I had a butt ton of trouble getting it to look interesting. Then I come here and you've got a perfect foggy bottle. How'd you do it?
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# ? Oct 5, 2016 03:53 |
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Bean posted:Do you mind to talk about how you did your bottle? Pixel Daily was "plastic bottle" today, and I had a butt ton of trouble getting it to look interesting. so it might help to see how I would do the bottle without the stuff inside I try to think of glass bottles in three peices, the back glass, the front class and the thick sides. You're going to see much more of the thickness of the class as it rounds. Obviously this wont be true for a plastic bottle, but it still might help to think in those terms. what might also help you is just exaggerating your perspective a bit, with pixel art you're already doing a hard work on detail, so anything you can do to really sell any visual idea helps. here's just a quick example to see what im thinking about :
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# ? Oct 5, 2016 14:59 |
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Whatever your favorite Dragonball character is, you're wrong because it's actually Android 8.
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# ? Oct 11, 2016 10:05 |
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It's a Chesapeake bay retriever. Something's wrong with it and I don't know what.
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# ? Oct 11, 2016 21:04 |
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everythingWasBees posted:
I think it has a good silhouette. It's quite flat, though, and the outline weight looks a bit random to me. There are some slightly annoying jaggies in the outline, as well.
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# ? Oct 11, 2016 21:29 |
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my girlfriend is Legos posted:I think it has a good silhouette. It's quite flat, though, and the outline weight looks a bit random to me. There are some slightly annoying jaggies in the outline, as well. This better? Also made the ear more retriever like.
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# ? Oct 11, 2016 22:59 |
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Old Man Mozz posted:so it might help to see how I would do the bottle without the stuff inside Thanks for showing me, this was great. I did some beakers to practice: I had a hard time around the rims, but I think I solved it.
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# ? Oct 11, 2016 23:34 |
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I'm still very slowly reworking this game
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# ? Oct 13, 2016 11:37 |
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Shoehead posted:
on the purpose of completely unsolicited artistic criticism. at sprite sizes like these you dont really need to seperate every limb out into uniquely coloured blocks before you go forward into rendering. i was surprised to see you post a sprite without posting its mockup with the aforementioned uniquely coloured limbs, consequently the motion / silhouette is still solid on this doggo how does he look in motion? do you have a gif of him crossing x target span of pixels? thatll help sort out how the motion looks in engine / avoid skating/sliding keep arting (b ' ' )
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# ? Oct 13, 2016 12:42 |
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Been redoing some tilesets.. still got a ton of filler tiles to add so it looks more natural, but it's getting there! Here's the old ground for comparison;
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# ? Oct 13, 2016 14:32 |
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Imaginary Friend posted:Been redoing some tilesets.. still got a ton of filler tiles to add so it looks more natural, but it's getting there! that's seriously great - how many filler tiles are you using to make it looks so natural?
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# ? Oct 13, 2016 14:49 |
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Old Man Mozz posted:that's seriously great - how many filler tiles are you using to make it looks so natural?
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# ? Oct 13, 2016 21:04 |
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zolthorg posted:i was surprised to see you post a sprite without posting its mockup with the aforementioned uniquely coloured limbs, consequently the motion / silhouette is still solid on this doggo WELL! I actually dont have a version of a lot of my sprites done like that because a lot are based on the jam stuff that I banged out super quick Here he is running in game
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# ? Oct 13, 2016 21:42 |
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I did the GBJAM, here's my game, Global Defense Corps: You can vote for it here: https://itch.io/jam/gbjam-5/rate/90309 And I did a wee timelapse video of some of the pixel wranglin'... https://www.youtube.com/watch?v=1CcoowpeP9c
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# ? Oct 17, 2016 00:55 |
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Why aren't there more Cabal-like games? Are you going to expand on this? It looks ripe for it.
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# ? Oct 18, 2016 13:34 |
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Kind of off the wall question here, but does anyone itt play Dominions 4? I feel like that game looks really cool and has a huge cult following, but is held back by its horrible graphics. Some nicely done pixel art would probably make the game sell way better...what do you think is holding that two-man team back so much from hiring a pixel artist to just fix the graphics on that game. The game has a ton of sprites and it would be a lot of work, but it would go really really far. Even if they just updated the UI on the map. For reference: I think the map is the worst part, and updating the map tileset would make the biggest difference. The battles look a bit better but still look really bad. Some of the pixel art ends up being okay, but nothing is actually animated either.
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# ? Oct 19, 2016 01:51 |
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Dominions has literally hundreds of units so making detailed sprites with proper animations for all of them would be quite the undertaking. I really don't think the graphics hold back Dom 4 anyways. Its how utterly impenetrable it is for a new player due to the overwhelming amount of stuff it throws at you.
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# ? Oct 19, 2016 07:38 |
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For some game designers (and I suspect most tactical strategy fans), "pretty" graphics just aren't as much of a priority so long as the necessary information is conveyed. Especially for such a small team working on such a niche game, the time and budget needed to redo the spritework would probably be better spent on other aspects of the game or saved for their next project.
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# ? Oct 19, 2016 14:56 |
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two of my latest cards I don't think ill get to animate the squid, sadly, as there's really only one card that makes them and the demand is pretty low
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# ? Oct 19, 2016 17:41 |
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learning 3D! feat. 90s video game props
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# ? Oct 23, 2016 19:51 |
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_jink posted:learning 3D! feat. 90s video game props These look great! I can't wait to spend my zenny on them. Out of curiosity, why is the one on the left reversed on the model?
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# ? Oct 24, 2016 11:37 |
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_jink posted:learning 3D! feat. 90s video game props I really like the low-poly (i think that's it's name?) that combines pixel art but with a 3d perspective! I'd like to try it some day but im not sure where to start. What program do you use to make this and how difficult is it?
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# ? Oct 24, 2016 12:22 |
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Ash Crimson posted:I really like the low-poly (i think that's it's name?) that combines pixel art but with a 3d perspective! I'd like to try it some day but im not sure where to start. It's really just simple polygons, you could probably use Blender very easily.
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# ? Oct 24, 2016 13:00 |
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Besesoth posted:These look great! I can't wait to spend my zenny on them. thanks! and the flip was accidental, I didn't even notice till you pointed it out. Ash Crimson posted:I really like the low-poly (i think that's it's name?) that combines pixel art but with a 3d perspective! I'd like to try it some day but im not sure where to start. yup, blender. The hardest part is getting grips on it's labyrinthine ui, but there are loads of great tutorials out there. These were my favorite, because they're clean & he doesn't move glacially slow. I was making some woeful rear end critters the first day, and had never used 3D software before last week. if you run into trouble I can make a quick guide, it's only about a ~10 step process.
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# ? Oct 24, 2016 18:21 |
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Thanks for the reply Jink! I'd prefer a guide, but it's up to you. Thanks for the link, also i don't think your first monster attempt was that bad to be honest. I'd love to combine low-poly stuff with pixel art, i've seen it down a few times and i really liked the look of it, even if ends up being purely experimental, i think it'd be a cool aesthetic to mess around with. I love stuff like Kenneth fejer's http://www.kennethfejer.com/3d.html although im not if it's intended to be pixelly because that's what he wanted (a combination of pixel art and low poly) or if that's just what he got from the process. Edit: Trying out blender now and it's a bit uh, intimidating. Trying to get my texture to correctly wrap around a cube, but i must be doing it wrong because it keeps coming out wrong. Ash Crimson fucked around with this message at 21:25 on Oct 24, 2016 |
# ? Oct 24, 2016 19:49 |
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sure! ✧・゚: *✧・゚:* tutorial: simple pixel texture in blender✧・゚: *✧・゚ imgur slaughtered my nice images with compression, but hopefully thats easy enough to follow. also that guys art is super good, goddamn. Complex uv mapping and pixel art are finicky / time consuming individually, so combining them together is frankly nightmarish. (but pretty)
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# ? Oct 25, 2016 01:51 |
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Ugh I hate both of these.
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# ? Oct 28, 2016 02:04 |
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Shoehead posted:
I think the issue is that the elongated L base doesn't read well on either one, and it merging with the R on the second makes it look more like a B.
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# ? Oct 28, 2016 03:25 |
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Imaginary Friend posted:Been redoing some tilesets.. still got a ton of filler tiles to add so it looks more natural, but it's getting there! gently caress me that looks amazing
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# ? Oct 28, 2016 11:12 |
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I love this thread because you guys are super talented and it helps push me to get better at this. Since posting stuff I'm working on helps me convince myself this project is real, here's a post of some stuff I'm working on. On a related note, I'm noticing that gifs I'm exporting from Photoshop have significantly longer longer frame delays than what I've specified. What program are you folks using to make your super fast, smooth gifs? rinski fucked around with this message at 20:10 on Oct 30, 2016 |
# ? Oct 28, 2016 21:28 |
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Thanks for posting your work! I use Gimp currently for gif export. Somewhere in your photoshop settings should be a default frame delay. For standard gifs you want that to be 100ms.
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# ? Oct 29, 2016 16:32 |
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Scut posted:Thanks for posting your work! I'll give Gimp a shot. In Photoshop you can set frame delay settings, but even when I set it to "0" or "No Delay" the final .gif ends up taking about a tenth of a second to cycle for those frames. Unless I'm missing another setting somewhere, which is probable. Also: here's some fish.
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# ? Oct 30, 2016 20:35 |
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Never use no delay or 0, behaviour on that is inconsistent between browsers.
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# ? Oct 30, 2016 21:54 |
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# ? May 17, 2024 07:56 |
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gimp also lies to you and explicitly resets 0 delay frames to 10ms
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# ? Oct 30, 2016 21:59 |